BBTag/Kanji Tatsumi/Frame Data: Difference between revisions

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{{AttackVersion|name=4A|subtitle=}}
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{{AttackVersion|name=4AA|subtitle=}}
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{{#lst:{{BASEPAGENAME}}/Data|4AA Full}}
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{{AttackVersion|name=4AAA|subtitle=|rowspan=2}}
{{AttackVersion|name=4AAA|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|4AAA Full}}
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{{#lst:{{BASEPAGENAME}}/Data|4AAAA Extra}}
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{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5A Full}}
{{#lst:{{BASEPAGENAME}}/Data|5A}}
{{#lst:{{BASEPAGENAME}}/Data|5A Extra}}
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{{AttackVersion|name=5AA|subtitle=}}
{{AttackVersion|name=5AA|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5AA Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AA}}
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{{AttackVersion|name=5AAA|subtitle=}}
{{AttackVersion|name=5AAA|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5AAA Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AAA}}
{{#lst:{{BASEPAGENAME}}/Data|5AAA Extra}}
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{{AttackVersion|name=5AAAA|subtitle=}}
{{AttackVersion|name=5AAAA|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5AAAA Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AAAA}}
{{#lst:{{BASEPAGENAME}}/Data|5AAAA Extra}}
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{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2A Full}}
{{#lst:{{BASEPAGENAME}}/Data|2A}}
{{#lst:{{BASEPAGENAME}}/Data|2A Extra}}
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{{AttackVersion|name=5B|subtitle=|rowspan=2}}
{{AttackVersion|name=5B|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5B Full}}
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{{#lst:{{BASEPAGENAME}}/Data|5BB}}
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{{#lst:{{BASEPAGENAME}}/Data|2B Full}}
{{#lst:{{BASEPAGENAME}}/Data|2B}}
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{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5C Full}}
{{#lst:{{BASEPAGENAME}}/Data|5C}}
{{#lst:{{BASEPAGENAME}}/Data|5C Extra}}
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{{AttackVersion|name=2C|subtitle=|rowspan=2}}
{{AttackVersion|name=2C|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2C Full}}
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{{AttackVersion|name=j.A|subtitle=}}
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{{#lst:{{BASEPAGENAME}}/Data|j.A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.A}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Extra}}
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{{AttackVersion|name=j.AA|subtitle=}}
{{AttackVersion|name=j.AA|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.AA Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.AA}}
{{#lst:{{BASEPAGENAME}}/Data|j.AA Extra}}
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{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.B}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Extra}}
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{{AttackVersion|name=j.C|subtitle=|rowspan=2}}
{{AttackVersion|name=j.C|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.C}}
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{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|BC}}
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{{AttackVersion|name=What a Pain!|subtitle=Reversal Action|rowspan=2}}
{{AttackVersion|name=What a Pain!|subtitle=Reversal Action|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|AD Full}}
{{#lst:{{BASEPAGENAME}}/Data|AD}}
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{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|DP Full}}
{{#lst:{{BASEPAGENAME}}/Data|DP}}
{{#lst:{{BASEPAGENAME}}/Data|DP Extra}}
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{{AttackVersion|name=A Cruel Attack |subtitle=236A|rowspan=2}}
{{AttackVersion|name=A Cruel Attack |subtitle=236A|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|236A}}
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{{AttackVersion|name=B Cruel Attack |subtitle=236B|rowspan=2}}
{{AttackVersion|name=B Cruel Attack |subtitle=236B|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236B Full}}
{{#lst:{{BASEPAGENAME}}/Data|236B}}
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{{AttackVersion|name=A Air Cruel Attack |subtitle=j.236A}}
{{AttackVersion|name=A Air Cruel Attack |subtitle=j.236A}}
{{#lst:{{BASEPAGENAME}}/Data|j.236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236A}}
{{#lst:{{BASEPAGENAME}}/Data|j.236A Extra}}
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{{AttackVersion|name=B Air Cruel Attack |subtitle=j.236B}}
{{AttackVersion|name=B Air Cruel Attack |subtitle=j.236B}}
{{#lst:{{BASEPAGENAME}}/Data|j.236B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236B}}
{{#lst:{{BASEPAGENAME}}/Data|j.236B Extra}}
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{{AttackVersion|name=This'll Hurt! |subtitle=214A|rowspan=2}}
{{AttackVersion|name=This'll Hurt! |subtitle=214A|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214A Full}}
{{#lst:{{BASEPAGENAME}}/Data|214A}}
{{#lst:{{BASEPAGENAME}}/Data|214A Extra}}
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{{AttackVersion|name=Gotcha! |subtitle=214B|rowspan=2}}
{{AttackVersion|name=Gotcha! |subtitle=214B|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|214B}}
{{#lst:{{BASEPAGENAME}}/Data|214B Extra}}
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{{AttackVersion|name=Gotcha! |subtitle=214[B]}}
{{AttackVersion|name=Gotcha! |subtitle=214[B]}}
{{#lst:{{BASEPAGENAME}}/Data|214[B] Full}}
{{#lst:{{BASEPAGENAME}}/Data|214[B]}}
{{#lst:{{BASEPAGENAME}}/Data|214[B] Extra}}
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{{AttackVersion|name=A Bet Ya Can't Take This!|subtitle=j.214A|rowspan=2}}
{{AttackVersion|name=A Bet Ya Can't Take This!|subtitle=j.214A|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214A}}
{{#lst:{{BASEPAGENAME}}/Data|j.214A Extra}}
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{{AttackVersion|name=B Bet Ya Can't Take This!|subtitle=j.214B|rowspan=2}}
{{AttackVersion|name=B Bet Ya Can't Take This!|subtitle=j.214B|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214B}}
{{#lst:{{BASEPAGENAME}}/Data|j.214B Extra}}
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{{AttackVersion|name=Additional Cruel Attack |subtitle=Knockdown > A/B/C|rowspan=2}}
{{AttackVersion|name=Additional Cruel Attack |subtitle=Knockdown > A/B/C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Knockdown X Full}}
{{#lst:{{BASEPAGENAME}}/Data|Knockdown X}}
{{#lst:{{BASEPAGENAME}}/Data|Knockdown X Extra}}
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{{AttackVersion|name=EX Cruel Attack |subtitle=236C|rowspan=2}}
{{AttackVersion|name=EX Cruel Attack |subtitle=236C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|236C}}
{{#lst:{{BASEPAGENAME}}/Data|236C Extra}}
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{{AttackVersion|name=EX Air Cruel Attack |subtitle=j.236C}}
{{AttackVersion|name=EX Air Cruel Attack |subtitle=j.236C}}
{{#lst:{{BASEPAGENAME}}/Data|j.236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236C}}
{{#lst:{{BASEPAGENAME}}/Data|j.236C Extra}}
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{{AttackVersion|name=EX This'll Hurt! |subtitle=214C|rowspan=2}}
{{AttackVersion|name=EX This'll Hurt! |subtitle=214C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|214C}}
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{{AttackVersion|name=EX Bet Ya Can't Take This! |subtitle=j.214C|rowspan=2}}
{{AttackVersion|name=EX Bet Ya Can't Take This! |subtitle=j.214C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C}}
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{{AttackVersion|name=5P |subtitle=2C}}
{{AttackVersion|name=5P |subtitle=2C}}
{{#lst:{{BASEPAGENAME}}/Data|5P Full}}
{{#lst:{{BASEPAGENAME}}/Data|5P}}
{{#lst:{{BASEPAGENAME}}/Data|5P Extra}}
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{{AttackVersion|name=6P |subtitle=Ass Whoopin', Tatsumi-Style}}
{{AttackVersion|name=6P |subtitle=Ass Whoopin', Tatsumi-Style}}
{{#lst:{{BASEPAGENAME}}/Data|6P Full}}
{{#lst:{{BASEPAGENAME}}/Data|6P}}
{{#lst:{{BASEPAGENAME}}/Data|6P Extra}}
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{{AttackVersion|name=4P |subtitle=P4A 2D}}
{{AttackVersion|name=4P |subtitle=P4A 2D}}
{{#lst:{{BASEPAGENAME}}/Data|4P Full}}
{{#lst:{{BASEPAGENAME}}/Data|4P}}
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{{AttackVersion|name=Ass Whoopin', Tatsumi-Style |subtitle=236BC|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|236BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|236BC}}
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{{AttackVersion|name=Burn To A Crisp! |subtitle=214BC|rowspan=2}}
{{AttackVersion|name=Burn To A Crisp! |subtitle=214BC|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|214BC}}
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{{AttackVersion|name=Ass Whoopin', Tatsumi-Style |subtitle=Distortion Skill Duo|rowspan=2}}
{{AttackVersion|name=Ass Whoopin', Tatsumi-Style |subtitle=Distortion Skill Duo|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Distortion Skill Duo Full}}
{{#lst:{{BASEPAGENAME}}/Data|Distortion Skill Duo}}
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{{AttackVersion|name=The Man Series: Brofist |subtitle=|rowspan=2}}
{{AttackVersion|name=The Man Series: Brofist |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|222BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|222BC}}
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Revision as of 07:35, 6 March 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

System Data


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A


4AA


4AAA


  • only performs first hit on block or whiff
  • Cannot use Partner actions during followup attack
4AAAA


5A


5AA


5AAA


5AAAA


2A


5B


  • Can be held for 45f
  • Persona attacks 15 frames after releasing button
  • Values in [] are just frame
  • Just frame timing is 37 frame hold
  • If held for 38 frames, attack feints and is 45T
  • On just frame hit, opponent experiences 8 additional hitstop
5BB


  • Can be held
  • Persona attacks 6 frames after releasing button
  • Values in [] are just frame
  • Just frame timing is 35 frame hold
  • If held for 36 frames, attack feints and is 46T
  • On just frame hit, opponent experiences 8 additional hitstop
2B


5C


2C


  • Can only be canceled into Additional Cruel Attack on hit
j.A


j.AA


j.B


j.C


  • Can be held until landing
  • Attacks 6 frames after release
  • Earliest possible invul starts on 18F
  • Does not induce landing recovery if attack never becomes active

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground Throw


  • Minimum Damage 100%
What a Pain!
Reversal Action


  • If Guard Point catches an attack before the Reversal Action hits anything, generates invisible counter-attack after 19 frames that is active for 30 frames, and Kanji becomes invulnerable for duration.
  • On Guard Point, hitstop for Kanji is reduced by 13F. Opponent hitstop is 25F
Cross Burst Attack


Skills

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A Cruel Attack
236A


  • 18f startup on crouching point blank
B Cruel Attack
236B


  • 32f startup on crouching point blank
A Air Cruel Attack
j.236A


B Air Cruel Attack
j.236B


This'll Hurt!
214A


  • 100% minimum damage (3100)
  • Can cancel into Additional Cruel Attack on hit
Gotcha!
214B


  • Burst disabled from 14f
  • Can cancel into Additional Cruel Attack on hit
  • Can only hit airborne opponents
Gotcha!
214[B]


A Bet Ya Can't Take This!
j.214A


  • Can cancel into Additional Cruel Attack on hit
  • Catches standing and jumping opponents, but whiffs on crouching opponents
B Bet Ya Can't Take This!
j.214B


  • Can cancel into Additional Cruel Attack on hit
  • Catches standing and jumping opponents, but whiffs on crouching opponents
Additional Cruel Attack
Knockdown > A/B/C


  • Can use Partner actions only if done after 2C

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
EX Cruel Attack
236C


  • 32f startup on crouching point blank
EX Air Cruel Attack
j.236C


EX This'll Hurt!
214C


  • Minimum damage 100% (3500)
  • Can perform Additional Cruel Attack on hit
EX Bet Ya Can't Take This!
j.214C


  • Can perform Additional Cruel Attack on hit
  • Catches standing and jumping opponents, but whiffs on crouching opponents

Partner Skills

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5P
2C


6P
Ass Whoopin', Tatsumi-Style


4P
P4A 2D


Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ass Whoopin', Tatsumi-Style
236BC


  • Values in [] are for Enhanced version
  • Minimum Damage: 1950 [2450]
  • Throws a chair projectile on block/whiff. Chair has damage 1500*2, P1=80, P2=60, minimum damage 300*2 (600)
Burn To A Crisp!
214BC


  • Values in [] are for Enhanced version
  • Minimum damage: 5900 [6800]
Ass Whoopin', Tatsumi-Style
Distortion Skill Duo


  • Values in [] are for Enhanced version
  • Minimum Damage: 2500 [3000]

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
The Man Series: Brofist


  • Can be combo'd into
  • Minimum Damage 100%: 30350

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA, 5A 5B, 2B 5C, 2C Jump, Special, Super
4AAA 4AAAA - - Special, Super
4AAAA - - - -
5A 5AA 5B, 2B 5C, 2C Throw, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Jump, Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAA - - - -
2A 4A, 5A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] 5A 5BB, 2B 5C, 2C Special, Super
5BB 5A 2B 5C, 2C Special, Super
2B 5A 5B 5C, 2C Special, Super
5C - - - -
2C - - - (Special)*, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump, Special, Super
j.AA - j.B j.C Jump, Special, Super
j.B - - j.C Jump, Special, Super
j.C - - - -
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
  • Cancels for 4AAA on hit are only on last hit. On block, cancels are on first hit.
  • 2C can only be canceled into Additional Cruel Attack, and only on hit.

Sources

Navigation

To edit frame data, edit values in BBTag/Kanji Tatsumi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.